Harper Scout

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Forgotten Realms Campaign Setting, pp.46–47.

Harper scouts are members of the Harpers, a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild. Harper scouts learn arcane spells and many skills to help them in their duties of espionage, stealth, and reporting information.

Many Harper scouts are bards, but by no means all. Ranger, rogue, sorcerer, and wizard are common vocations for Harper scouts, since these classes tend to have versatility and mobility. All have some skill at manipulating others, a resistance to outside mental influences, acute abilities of perception, and a talent for solving problems.

Not all Harpers are members of the Harper scout prestige class, and rank within the organization does not depend on a character’s level in this or any other class. However, most of the higher-ranked Harpers have at least one level in the Harper scout prestige class.

Requirements

To qualify to become a Harper scout, a character must fulfill all the following criteria.

Alignment
Any nonevil.
Skills
Bluff 4 ranks, Diplomacy 8 ranks, Knowledge (local) 4 ranks, Perform 5 ranks, Sense Motive 2 ranks, Wilderness Lore 2 ranks.
Feats
Alertness, Iron Will
Special
Sponsorship by a member of the Harpers, approval of the High Harpers.

Class skills

The Harper scout's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Sense Motive (Wis), Speak Language (None), Swim (Str), and Tumble (Dex).

Skill points: 4 + Int

Hit die: d6

Harper Scout
Level BAB Fort Ref Will Special 1st 2nd 3rd
1st +0 +0 +2 +2 Harper knowledge, 1st favored enemy 0
2nd +1 +0 +3 +3 Deneir’s eye, Skill focus 1
3rd +2 +1 +3 +3 Tymora’s smile 1 0
4th +3 +1 +4 +4 Lliira’s heart, 2nd favored enemy 1 1
5th +3 +1 +4 +4 Craft Harper Item 1 1 0

Class features

All the following are class features of the Harper scout prestige class.

Weapon and Armor Proficiency: A Harper scout is proficient with all simple weapons and light armor.

Spells per Day: Beginning at 1st level, a Harper scout gains the ability to cast a small number of arcane spells. The Harper scout’s ability to cast these spells works exactly like a bard’s ability to cast spells. (They are Charisma-based and do not need to be prepared.)

A 1st-level Harper scout learns two spells from the Harper scout 1st-level spell list. They learn two new Harper scout spells of any spell level they can cast at each Harper scout level thereafter. There is no limit to the number of these spells the Harper scout can know from this list. They may learn more by studying arcane scrolls or spellbooks.

Harper Knowledge: A Harper scout can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character’s Harper agent level + their Int modifier. If the Harper agent has another such lore ability from another source (such as bard or loremaster levels), their Harper agent levels stack with levels of all other classes that grant such an ability for the purpose of Harper knowledge checks.

Favored Enemy: A Harper scout selects a favored enemy from the following list of evil organizations that oppose the Harpers’ goals: the Church of Bane, the Cult of the Dragon, the Iron Throne, the malaugryms, the Red Wizards, or the Zhentarim. The ability works exactly like the favored enemy ability of the ranger class. If a Harper scout with ranger levels chooses a favored enemy that thay already have chosen as a ranger, the bonuses stack.

When the Harper scout reaches 4th level, the bonus against their first favored enemy increases to +2, and they gain a new favored enemy at +1.

Deneir’s Eye (Su): A Harper scout gains a +3 sacred bonus on saving throws against glyphs, runes, and symbols.

Skill Focus: A Harper scout gains the Skill Focus feat for their Perform skill and any one other Harper scout class skill.

Tymora’s Smile (Su): A Harper scout gains a +2 luck bonus on any single saving throw of their choice once per day. This bonus can be added after the die is rolled and the success or failure of the save has been determined.

Lliira’s Heart (Su): A Harper scout gains a +2 sacred bonus on saving throws against compulsion and fear effects.

Craft Harper Item: A specialized form of the Craft Wondrous Item feat, this allows a Harper scout to create magic musical instruments, Harper pins, and certain potions (charisma, detect thoughts, glibness, tongues, and truth). This ability replaces the need for any other item creation feat for the item. The Harper scout’s casting level for these items is their Harper scout level plus all other caster levels from their other spellcasting classes. All the normal requirements for an item (such as race or spells) remain the same. All other rules for creating wondrous items or potions apply.

Ex-Harper scouts

Any Harper scout who violates the code of the Harpers, endangers other Harpers through negligence or deliberate action, or intentionally turns away from the Harpers quickly gains a reputation in the organization. Such an individual can no longer progress in the Harper agent prestige class. Furthermore, they can no longer use the Deneir’s eye, Lliira’s heart, or Tymora’s smile abilities. A petition to the High Harpers, fulfillment of a suitable quest set by that group, and an atonement spell from a deity chosen by the High Harpers brings the former Harper scout back into good standing. Thereafter, they regain the use of all class abilities and may once again gain levels in the prestige class.

Harper Scout spells

1st level

camouflage
+10 bonus on Hide checks.(MoF)(Und)
change self
Changes your appearance.
charm person
Makes one person your friend.
comprehend languages
Understand all spoken and written languages.
erase
Mundane or magical writing vanishes.
feather fall
Objects or creatures fall slowly.
handfire
Your hand glows and can make a touch attack dealing 1d4 +1/level, more against undead.(MoF)
herald’s call
Shout dazes those within 30 ft.(MoF)
jump
Subject gets +30 on Jump checks.
light
Object shines like a torch.
low-light vision
See twice as far under current light.(MoF)
message
Whispered conversation at distance.
mount
Summons riding horse for 2 hours/level.
read magic
Read scrolls and spellbooks.
scatterspray
Targeted items scatter in a burst dealing 1d8 normal or subdual damage.(FRCS)
sleep
Put 2d4 HD of creatures into comatose slumber.
spider climb
Grants ability to walk on walls and ceilings.

2nd level

burrow
grow claws and gain burrow speed of 10ft.(Und)
cat’s grace
Subject gains 1d4+1 Dex for 1 hour/level.
clarity of mind
+4 bonus save vs. charm, compulsion & glamer spells; reduces glamer miss chance by 10%,(Und)
darkvision
See 60 ft. in total darkness.
detect thoughts
Allows listening to surface thoughts.
eagle’s splendor
Subject gains 1d4+1 Cha for 1 hour/level.(FRCS)
easy trail
Makes a trail easier to track.(MoF)
invisibility
Subject is invisible for 10 minutes/level or until it attacks.
knock
Opens locked or magically sealed door.
locate object
Senses direction toward object (specific or type).
magic mouth
Speaks once when triggered.
misdirection
Misleads divinations for one creature or object.
see invisibility
Reveals invisible creatures or objects.
shadow mask
Shadows hide your face and protect against darkness, light, and gazes.(FRCS)

3rd level

clairaudience/clairvoyance
Hear or see at a distance for 1 minutes/level.
living prints
You perceive tracks as if they had just been made.(MoF)
nondetection
Hides subject from divination, scrying.
suggestion
Compels subject to follow stated course of action.
tongues
Speak any language.
tremorsense
grants tremorsense to range 10 ft.(Und)
undetectable alignment
Conceals alignment for 24 hours.

4rd level

mass burrow
as burrow, but affects 1/level subjects.(Und)
mass camouflage
As camouflage, but affects all in range.(MoF)
mass darkvision
as darkvision, but affects 1/level subjects.(Und)